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Meteorite12

Joined 05/29/2019 Achieve Points 670 Posts 696

Meteorite12's Comments

  • I could see it being annoying in wild, given how many silverhand cards are in there already. Kind of a weird card though, given how much slower it is than silverhand cards usually are

  • The Priest Dragon synergy cards recently feel a lot more fair than what some of the other classes have gotten, which while better for the game I guess, really doesn’t do much to help out the class. At least you don’t need to be holding a dragon at the moment for this one? Dunno if that’s gonna be enough for it though

  • Well this card is going right into my Hadranox deck, should be an amazing taunt. What do they have against poor Soggoth though?

    Really hope they aren’t going with the “make the cards stronger than normal cards” approach to make the adventure relevant

  • Quote From Zwane

    I must be missing something...to find out how much it costs to craft? Just import deck code and you see missing cards and you can calculate? How much time does that take? less than a minute? 

    Just makes things a bit easier really. If you’re looking at something like the old wallet Warrior the numbers do start to get rather large unless you already have basically the entire deck. And besides, if it’s a deck you’re close to being able to make, you can quickly check how much more you need before you can craft the whole thing

  • Pretty sure they mean how much you would need to craft the deck (taking into account the cards you already own). So your own personal cost for the deck basically.

    If that’s something listed as coming soon, it’s assumed that being able to upload your collection is planned for that

  • You have to remember that the hero power doesn’t cost a card to do as well. From what I remember, Blizz said at one point they specifically had to change the Shaman Death Knight from freeze support to evolve stuff because it wasn’t fun to play against and ended up being too much.

    From experience, being able to lock down a big minion for however long you want is actually really good. It’s sort of similar to the upgraded Shaman hero power. You can choose a taunt totem and effectively stop one of their minions every turn. That ends up being really helpful, and with this it isn’t up to your opponent which one gets stopped.

    One final thing, Blizzard AI is pretty well known for being incompetent, so using a solo encounter as an example for how strong something is isn’t that strong of an example. Even with an extremely overpowered hero power they can very well play stupidly enough that you win without much trouble

  • I’m still just wishing I could have a playable Rakanishu, loved his voice lines from the Heist

  • A return of shielded minibot pretty much, I could see this seeing a lot of play because of all of the magnetic stuff that’s seen play here and there

  • Against a heavy control deck or a combo deck it’d be pretty good, since they usually have something they want to save in hand. Just thinking about this with a Brann feels dirty though

  • I could see it being decent, seems kind of weird to print what feels more like a tempo card for a class that hasn’t had that many tempo decks throughout its history though

  • Seems like it’d be really good for a control deck, can’t wait to see the hero power too

  • While I do agree in general cards shouldn’t be able to generate themselves, it does make sense why they’d focus more on this case specifically. The others are generally a lot slower if they generate themselves, either being not that many stats on their own, or taking multiple turns to continue playing them. Alexstrasza though gives you a much bigger board for basically no cost (the only cost really being the potential to mill if you generate too many free cards).

    This card is just the extreme compared to the others.

  • It’s kind of fun for me, adds a bit more variety to the game for when ladder and the same old dungeon runs get a bit stale.

    Don’t worry about not knowing the rules yet, the first time you do it solo you get put through a tutorial for it, and the rules are all pretty intuitive. Just be sure not to go into it with someone on your friend’s list for a first time though, because the tutorial only plays the first time you do it solo. It was a bit of a confusing time I had when I accidentally did that

  • I had played it for a bit, was kind of fun but got repetitive a bit quickly. Not really my thing, but I would recommend others to at least try it out

    In reply to Gwent
  • Dragons can work pretty well as a side note in midrange, have a few for the synergy cards in hunter and it makes for a pretty aggressive deck, given how dragons usually work.

    I kind of gets the complaints about it not working for a tempo deck though, because there were two expansions where that’s the exact deck type they were made for, continuously playing above average minions on curve and all. It’s just that they’ve only released a few more dragon synergy cards that work like that, so there’s better stuff you could be playing at this point

  • It’s brought up every now and then, but a rework of the basic and classic sets would probably do a lot for the long term health of the game, both for wild and standard. Having either some rotating set like a lot of other games do, where the base set has a cards chosen from all expansions and changes yearly. This would help out both with fixing the yearly problems some classes get, along with making sure Wild doesn’t get bloated with each class always getting more of specific types of cards (Priest board clears being a good example).

    Having more events as always would be good as well, potentially some more community based ones could be interesting, like having tavern brawls where everyone involved gets rewards at certain thresholds (so like a total of 10,000 damage dealt to the boss, things like that), or seeing how quickly the community can play however many of a certain type of card. Even something like a clash of the tribes type thing, where two tribes are chosen, and if you have a certain amount of that tribe in a deck, then wins with that deck count towards a running total for the week. Whichever tribe gets more wins gets the bigger prize. Things like this would encourage the community to come together more to work together on stuff, drawing people in to keep playing.

    In the end, a game lives and dies on how many people play it, if more people play the game, then the game will likely last much longer

  • At that point why does Auchenai even exist if they’re pretty much only ever gonna print healing that doesn’t work with it? Auchenai was okay for the game back when there weren’t many cards, but these days it’s just a liability.

    I feel like this next year it might just be better to rework all the class’s classic and basic sets, either by doing a rotating base set for each class, or changing how a lot of the class cards work, because the problem that the current base set is causing is only going to get worse. A lot of the time we’ll see the same classes having the same problems, because those are the problems that the base set forces on them. If they make it so that they don’t need to keep reprinting the same workarounds they always do then that’d give Wild a chance to get cards that aren’t just redundant

    We’ve seen them doing a lot of things differently this past year, adding a lot of stuff people have been asking for, so why not this?

  • I’d say one of the bigger problems Priest has is the fact that so many of their healing cards can’t match up to what other classes have in terms of healing/armor. If you want to play a control deck you’d often have better survivability just by choosing another class.

    I’d argue that it’s Auchenai that’s causing a lot of Priest’s problems these days, since it means Priest’s healing cards are always being made with that in mind. If Auchenai didn’t exist, then Priest probably would’ve gotten Forbidden Healing and a bunch of other nice healing cards. Priest’s thing is supposed to be healing, but you almost never really see that

    Galakrond not helping the class just shows another case of Priest having problems rooted deeply into the class itself.

  • Yeah even with Magic, as much as I do love the game, the aesthetic of Arena just isn’t that great for me.

    Part of what hearthstone does well is making everything bright and cheery. Most other games instead go for a much darker look to it. Maybe it’s because they’ve heard the few people that complain about hearthstone’s look, or maybe it’s because they want to try and look distinct from it, but it really doesn’t help them with drawing people in

  • 8 mana has pretty much always been the best cost to evolve into, I’d be surprised if that had really changed